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Dojo Skillplans and Recommended Skills
This page contains skillplans or minimum requirements to sit in a ship and fly it effectively.
Alpha Clone Skillplans
ALPHA The skillplans in this section are recommended for Alpha Clones.
The 30-day and longer skill plans for Alpha Clones will help Alpha clones get into ships and contribute to fleets quickly.
Alliance Doctrine Skillplans
For further information on skillplans for Brave Doctrines, including the Doctrine Condor and 2-Week Doctrine Starter Plan, please see our Alliance Doctrine Skillplans.
Skillplans for Dojo Ships
Newbro Condor
For the Newbro Condor skillplan, please visit the Dojo Handouts page.
Dojo Ratalyst
For the Dojo Ratalyst skillplan, please visit the Dojo Ratalyst page.
Vexor Newbro Edition
For the Vexor Newbro Edition skillplan, please visit the Vexor Newbro Edition page.
Dojo Taxi Interceptors
For a basic travel Interceptor you only need four specific skills:
Skill | Minimum Level |
---|---|
Any Racial Frigate Skill | 5 |
Evasive Maneuvering | 5 |
Interceptor | 1 |
Hull Upgrades | 2 |
The first thee skills are needed to sit in the Interceptor, Hull Upgrades II is needed for the modules you need to reduce your align time (but all pilots should have that already, since it is a starter skill).
"The Magic 14"
The skill plan based on this post from EVE Uni. These are considered very versatile and core fitting skills and will improve the performance of nearly every ship. Several of these skills are required for tech II ships, such as Interceptors and Assault Frigates, so they will significantly contribute to your progress in the ship trees. You should aim for getting these skills to at least 4, and eventually to level 5. You can copy this plan and use the "Add skills listed in clipboard to end of queue" button in your training queue.
Skill | Improvement |
---|---|
CPU Management | 5% Bonus to ship CPU output per skill level |
Power Grid Management | 5% Bonus to ship's powergrid output per skill level |
Capacitor Management | 5% bonus to capacitor capacity per skill level |
Capacitor Systems Operation | 5% reduction in capacitor recharge time per skill level |
Mechanics | 5% bonus to structure hit points per skill level |
Hull Upgrades | 5% bonus to armor hit points per skill level |
Shield Management | 5% bonus to shield capacity per skill level |
Shield Operation | 5% reduction in shield recharge time per skill level |
Long Range Targeting | 5% Bonus to targeting range per skill level |
Signature Analysis | 5% improved targeting speed per skill level |
Navigation | 5% bonus to sub-warp ship velocity per skill level |
Evasive Maneuvering | 5% improved ship agility for all ships per skill level |
Warp Drive Operation | 10% reduction in capacitor need of initiating warp per skill level |
Spaceship Command | 2% improved ship agility for all ships per skill level |
Skills for Fleet Roles
Logistics
For a Logistics pilot, managing their capacitor and staying alive are the primary objectives. They need enough tank to stay on field as long as the FC needs while being fast enough to stay with the anchor/fleet. Most logistics fits also require excellent fitting skills to fly effectively.
Skill | Minimum Level |
---|---|
Core logistics skills | |
Capacitor Management | 4 |
Capacitor Systems Operation | 4 |
CPU Management | 5 |
Evasive Maneuvering | 4 |
Long Range Targeting | 4 |
Mechanics | 4 |
Navigation | 4 |
Power Grid Management | 5 |
Signature Analysis | 4 |
Warp Drive Operation | 4 |
Energy Grid Upgrades | 4 |
Target Management | 4 |
Afterburner | 4 |
Fuel Conservation | 4 |
For shield logistics (ie. Scimitar, Basilisk, Osprey, Scythe) | |
Shield Emission Systems | 4 |
Shield Management | 4 |
Shield Operation | 4 |
Shield Rigging | 3 |
Shield Upgrades | 4 |
For armor logistics (ie. Guardian, Oneiros, Exequror) | |
Armor Rigging | 3 |
Remote Armor Repair Systems | 4 |
For cap-chain logistics (ie. Basilisk, Osprey, Guardian) | |
Capacitor Emission Systems | 4 |
For repair drones | |
Drones | 5 |
Repair Drone Operation | 4 |
Stealth Bomber
A Bomber relies on two important modules: its cloak and the bomb launcher. To fully use your bomber, being able to use torpedoes is also required.
For the ship itself you need:
Skill | Minimum Level |
---|---|
For the Ship: | |
Any Racial Frigate Skill | 5 |
Electronics Upgrade | 5 |
Covert Ops | 1 |
For the Covops Cloak: | |
Cloaking | 4 |
For Bombs: | |
Missile Bombardment | 4 |
Bomb Deployment | 1 |
For Torpedoes: | |
Missile Launcher Operation | 4 |
Heavy Missiles | 3 |
Torpedoes | 1 |